Hi,
I'm debugging a scene that is taking very long time to render.
It took only around 2 minutes when rendering with ignore textures flag on. However, when rendering with textures, it stuck at starting bucket workers and took like forever.
Is this because there are too many textures or textures are too big? Is there a way to check which textures cause the problem?
Thanks,
How big are the image size/file sizes? It could be a very large HDR map that is converting to .tx?
Most of them are pre-converted 4k textures. I also set "Auto-convert Textures to TX" to off.
That suggests it was auto-tx.
An Arnold log would have shown what was happening.
Thanks for the answer, but I can't find any texture convertion in the log file. I already set "Verbosity Level" to "Debug", "Auto-convert Textures to TX" to off and "Use Existing TX Textures" to on.
From the profile data, with .tif in .ass, more than 99% of render time was spent on "AiTextureHandleAccess".
I thought it should be ok to leave the texture paths in .ass as .tif since Arnold should auto-detect the .tx files, but it seems I was wrong.
Hi, I can confirm that in mtoa 4.2.3 as well. It seems that "Use Existing TX Textures" with standins isn't working or something... I have the same situation with many standins in the scene, but instead of .tif there are several different texture formats.
Cheers.